I’m planning a project that I believe to be rather larger than most (perhaps any) of my previous game projects. As a result of the expected size of this project, and my desire (probably at least in part as a result of that size) to concentrate more on the game than on lower-level concerns, I came to the conclusion that it was time to move on to the use of an engine, for some projects, at least, and this one in particular, rather than my usual C+±and-OpenGL course.
Please note that by no means does this mean that I’m opposed to doing some programming, although I would prefer to either stick to C++ or use a scripting language (either of which seem to be available with Panda).
Having done some searching and a little asking, I’ve come up with a short list of engines that I think might be suitable to my project, one of which is Panda. However, I don’t yet know just how well Panda might work for me, particularly in terms of the game environment that I intend on using and the system specifications of my computer.
The game, in (very) brief:
A first-person 3D adventure game (as was Sherlock Holmes: The Awakened) set in a forest Otherworld (although I believe that I have enough variation in environment, including some areas that are not tree-bound, for this to not become boring).
Points of concern:
- I want to provide large, forest environments for the player to explore. While I don’t mind chunking them to some degree, I’m still looking at fairly large terrains with a fair bit of vegetation.
[list][*]I will probably be wanting heightmapped terrain
- I want various regions of the forest to be populated with specific types of tree, with the tree types being “blended” between region edges (that is, in parts of the forest that are not within a “region”). I currently intend on using tree density maps for this, as well, probably, as hand-placed trees in certain places, although I’m open to other methods.
My system specifications:
- Windows XP
- P4 2.4GHz
- 1GB RAM
- FX5200 graphics card
Naturally, given these specifications, I don’t expect to employ the latest shader technology. [/*:m][/list:u]
- I don’t require complex collision detection or physics for this project; although more complex physics might be nice, I’m happy with fairly basic collision detection (polygonal collision detection and response, and perhaps circle or cylinder support as well), as long as it works well. 2D collision detection could work, for that matter. Simplicity is preferred here.
So, what opinions have you? Do you think that Panda would be a good choice?
My thanks for any help given.